rules Dog

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 1 DOG - Rules of the game  Aim The team members (2 x 2) sit opposite. The object of the game is to move own men from home to the target area as fast as possible. They are moved in an anticlockwise direction along the course according to the value of the cards. The winning team is the one who has first placed all its 8 men in the target area. Once a player has set its 4 men in the target area, he continues by supporting his partner. He moves his partners men according to the values of his own cards. Procedure The cards are dis tributed by the s ame person during the whole game.  At the start o f the game ea ch player obtains 6 cards.  At each round’s s tart the partne rs exchange one card, swapped fa ce down. Thereafter the obtained card joins the visible ones in hand. This feature enables the partners to provide each other strategically important cards. One player after the other, going anticlockwise around the table, lays down a single card, visible to all, and moves his man according to the card’s value (see p. 3: Card  Values). If a player’s set of cards doesn’t permit to start or move, he’s out of the current round and must lay down his remaining cards. A round is finished once all cards are laid down.  At each subseque nt round another player star ts (anticlockw ise change). In the second round 5 cards are distributed, in the third 4, and so on, down to 2 cards. There after the next round starts again with 6 cards, etc. (6, 5, 4, 3, 2, 6, 5, 4,...). ! ! ! ! ! ! ! ! " ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! # $ ! home ! starting-poi nt ! target area Illustration: Section of the game’s board 

Transcript of rules Dog

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DOG - Rules of the game

 Aim

The team members (2 x 2) sit opposite. The object of the game is to move own men

from home to the target area as fast as possible. They are moved in an anticlockwisedirection along the course according to the value of the cards. The winning team isthe one who has first placed all its 8 men in the target area.

Once a player has set its 4 men in the target area, he continues by supporting hispartner. He moves his partners men according to the values of his own cards.

Procedure

The cards are distributed by the same person during the whole game.

 At the start of the game each player obtains 6 cards.

 At each round’s start the partners exchange one card, swapped face down.Thereafter the obtained card joins the visible ones in hand. This feature enables thepartners to provide each other strategically important cards.

One player after the other, going anticlockwise around the table, lays down a singlecard, visible to all, and moves his man according to the card’s value (see p. 3: Card

 Values).

If a player’s set of cards doesn’t permit to start or move, he’s out of the currentround and must lay down his remaining cards. A round is finished once all cards arelaid down.

 At each subsequent round another player starts (anticlockwise change).

In the second round 5 cards are distributed, in the third 4, and so on, down to 2cards. There after the next round starts again with 6 cards, etc. (6, 5, 4, 3, 2, 6, 5,4,...).

!  !  !  !  !  ! 

!  !  "  ! 

!  !  !  ! 

!  !  !  ! 

!  !  ! 

!  !  ! !  ! 

#  $ 

! home

! starting-point

! target area

Illustration: Section of the game’s board 

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Start

 A man can be moved from home to the starting-point either with an ace, a king or a joker (see p.1: Illustration). This point is the start and the end of the course , andwhere the men can enter the target area. When a man is moved from home to thestarting-point, he is protected, i.e. it can neither be exchanged (see p.3: JACK ),returned home or passed (passage blocked, for own men, too).

Returning home

If a man arrives at a position occupied by another, the latter must return home. Thisalso applies to own men.

If one or more men are passed at the same time by another man moved by a 7 or afraction thereof, these ones must return home.

 A man on a foreign starting-point must return home, if another player’s man is set tostart.

Men on the own starting-point and in the target area cannot be returned home.

Passing

...is always permitted, except in target area or if a man is on its own starting-point.

Compelled to move

The players are compelled to move their men the complete number of stepsdeterminated by the card value, particularly to place the last man in the target area.If the card’s value exceeds the number of necessary steps, another lap of the coursemust be started to retry the entry.

 As a possible consequence additional laps must be turned.

Exception: If the last man of a player e.g. needs 5 point to finish, but thecorresponding card is lacking, he can use a 7 (if at hand) and apply the remaining 2points for one of his partner’s men.

Target area

In order to enter the target area the starting-point must be hit twice and thedirection must be anticlockwise. E.g. a man positioned 2 steps after the starting-point can be moved 4 steps backward, but not straight into the target area. Theentry might follow with the next card. Within the target area passing men isprohibited.

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Card Values

 ACE 1 step forward or11 steps forward ormove one man from home to starting-point

KING 13 steps forward ormove one man from home to starting-point

QUEEN 12 steps forward

JACK exchange 2 men, one of which must be your own. A man positioned for the first time at the start, at home or in thetarget area, may not be exchanged.

10 10 steps forward

9 9 steps forward

8 8 steps forward

7 7 steps forwardThe 7 steps can be partitioned to a random number to use on ownmen (e.g.: 5 + 2, 3 + 2 + 2).

 A 7 step advance or a fraction thereof returns all the men he passes,

including his own, home.

6 6 steps forward

5 5 steps forward

4 4 steps forward or backward

3 3 steps forward

2 2 steps forward

JOKER The joker can take any of the card values mentioned above.

Please address questions, ambiguities or hints to:[email protected]